Gazebo Sim

API Reference

8.7.0
Sensors Class Reference

A system that manages sensors. More...

#include <gz/sim/systems/Sensors.hh>

Public Member Functions

 Sensors ()
 Constructor. More...
 
 ~Sensors () override
 Destructor. More...
 
void Configure (const Entity &_id, const std::shared_ptr< const sdf::Element > &_sdf, EntityComponentManager &_ecm, EventManager &_eventMgr) final
 Configure the system. More...
 
void PostUpdate (const UpdateInfo &_info, const EntityComponentManager &_ecm) final
 
void Reset (const UpdateInfo &_info, EntityComponentManager &_ecm) final
 Documentation inherited. More...
 
void Update (const UpdateInfo &_info, EntityComponentManager &_ecm) final
 
- Public Member Functions inherited from System
 System ()=default
 Constructor. More...
 
virtual ~System ()=default
 Destructor. More...
 

Additional Inherited Members

- Public Types inherited from System
using PriorityType = int32_t
 Signed integer type used for specifying priority of the execution order of PreUpdate and Update phases. More...
 
- Static Public Attributes inherited from System
constexpr static PriorityType kDefaultPriority = {0}
 Default priority value for execution order of the PreUpdate and Update phases. More...
 
constexpr static std::string_view kPriorityElementName
 Name of the XML element from which the priority value will be parsed. More...
 

Detailed Description

A system that manages sensors.

System Parameters

  • <render_engine>: Name of the render engine, such as "ogre" or "ogre2".
  • <background_color>: Color used for the scene's background. This will override the background color specified in a world's SDF <scene> element. This background color is used by sensors, not the GUI.
  • <ambient_light>: Color used for the scene's ambient light. This will override the ambient value specified in a world's SDF <scene> element. This ambient light is used by sensors, not the GUI.
  • <disable_on_drained_battery>: Disable sensors if the model's battery plugin charge reaches zero. Sensors that are in nested models are also affected.

\TODO(louise) Have one system for all sensors, or one per sensor / sensor type?

Constructor & Destructor Documentation

◆ Sensors()

Sensors ( )
explicit

Constructor.

◆ ~Sensors()

~Sensors ( )
override

Destructor.

Member Function Documentation

◆ Configure()

void Configure ( const Entity _entity,
const std::shared_ptr< const sdf::Element > &  _sdf,
EntityComponentManager _ecm,
EventManager _eventMgr 
)
finalvirtual

Configure the system.

Parameters
[in]_entityThe entity this plugin is attached to.
[in]_sdfThe SDF Element associated with this system plugin.
[in]_ecmThe EntityComponentManager of the given simulation instance.
[in]_eventMgrThe EventManager of the given simulation instance.

Implements ISystemConfigure.

◆ PostUpdate()

void PostUpdate ( const UpdateInfo _info,
const EntityComponentManager _ecm 
)
finalvirtual

Implements ISystemPostUpdate.

◆ Reset()

void Reset ( const UpdateInfo _info,
EntityComponentManager _ecm 
)
finalvirtual

Documentation inherited.

Implements ISystemReset.

◆ Update()

void Update ( const UpdateInfo _info,
EntityComponentManager _ecm 
)
finalvirtual

Implements ISystemUpdate.


The documentation for this class was generated from the following file: